TOWN OF AURORA --------------- Current Year: 620 CY(Common Year) Latitude/Climate: 32 deg N/ Temperate, four seasons: warm summers, chilly winters with light snowfall in December/January, rainfall and humidity are about average, occasional coastal/lake storms with high winds and lightning Population: 8000 humans (not counting men-at-arms/navy) in the town proper ~800 demi-humans, humanoids, mutants, and others. 3500 in small villages, hamlets, and farms within a few miles of town - mostly east of the Tusken. The land is fertile with rolling hills, fields, small creaks, and woodlands. 500-1000 daily, non-local visitors, including: sailors, merchants and traders, riverboat captains, caravans, craftsman, scholars, students, ambassadors, refugees, artists, pilgrims/seekers, performers, technologists, mutants, mercenaries, and advent- urers. The physical size of the town is about 3/4 mi x 3/4 mi. Aurora lays claim to all of the flelds and forest between the Tusken River and the Green Marsh, as well as a portion, east of the river to the steppe. It directly controls about half of this territory. Primary Language: Common Area: Aurora is located along the Tusken River* which runs on the west side of the town between Beryl Lake and the Sargossean Sea. TO THE NORTH, beyond the Hippogriff Hills, is a great, bottomless lake(Beryl Lake#), and beyond that, the Western Marches TO THE SOUTH, across the Tusken River is the Wildwood that runs for many miles. TO THE EAST is a great marsh/swamp - The Witch of the Fens lives here. Beyond her domain is the Suzerainty of Trelane and the Greatwood TO THE WEST are rolling plains leading to the tall Majestic Mountains and a great desert beyond called the Dune Sea. * The Tusken is around 200 yds wide in most places. It begins at the southwest end of Beryl Lake and runs south then southeast to the Sargossean Sea. # Beryl Lake is 350 miles from east to west. It is considered bottomless as its depths have never been plumbed. At its north end is a fortress (or city?) of cyclopean walls - the Technomancers. Large Lake Dragons frolic in the waters near this citadel, though they can be found throughout the lake. A fearsome Dragon Turtle lives at the west end and protects the inhabitants of Laketown from attack. Smaller Bodies of Water: Moon Creek - is so named because for several nights each month, around the time of the full moon, the river takes on a silvery, ethereal glow and a thin, glowing mist, like gauzy moonbeams, hangs above the water. Moon Creek is a narrow body of water, around 20 yards wide on average. It meanders through The Grove and empties into the Tusken from the west about 3 miles south of Aurora. Lime Creek - meanders southeast from the stone quarry in the hills and enters the Tusken about 2 1/2 miles north of town. Mine Creek - meanders west from the mines, under Three Mile Run, and the Lake Road, then before emptying into the Tusken north of town. Lake Firefly - three miles east of town near Crossroads Village, lightning bugs Rulership: The COUNCIL OF AURORA is made up of the town's prominent scholars, sages, guildmasters (of artisans, merchants and traders, sailors and dockworkers, builders, technologists, etc), representatives of farmers and landowners, Dean of the University, Captain-General of the town guard, High Judge, High Constable, Head of the Treasury (which collects taxes), Minister of Records, and several other town officials. The Council advises the mayor and proposes and votes on legislation to be enacted. It also confirms certain appointments of city officials made by the mayor. A bill must receive a majority vote to pass the Council. It is then sent to the mayor to sign into law or to veto (see below). The number of council members fluctuates a bit, but is usually around 3 dozen or so. From time to time, a citizen may be seen to be a fitting addition to the Council. At this time, the mayor or members of the Council itself will contact this person to see if they would like to become a council member. If the selected is in agreement, they will be confirmed at the next monthly meeting. The Council may also vote to remove a member, but this will require 3/4 of the Council to agree to the removal. A MAYOR is elected by popular vote every 5 years. The mayor appoints replacements for city officials if necessary, including the High Judge, High Constable, ambassadors to foreign cities, and other important positions within the town government, and is advised in this by the Town Council. Currently serving town officials may also be removed by the mayor for ineptitue, corruption, or other offenses. Additionally, a mayor, judge, or town official may be removed from office or appointed position by a petition from the people, delivered to The Council and proven to be valid. The mayor receives legislation passed by the Council and either enacts the legislation or vetoes it. Bills may be vetoed in whole or in part, or sent back to the Council for refinement or revision. Vetoed bills can be passed over a veto if a 2/3 majority of the Council agrees to it. The mayor also sets taxes, negotiates treaties, and regulates trade with foreign lands and entities, issues formal edicts(usually with advice from The Council), presides at official ceremonies, and is the nominal head of the town's military - though the practical leadership falls to the Captain-General of Aurora. The mayor lives in the mayoral mansion just below the Old Keep, near to Town Hall. The Council meets once a month for 2-3 days to discuss matters of import, with the mayor usually sitting in for part of the session. Any of the members(including the mayor) may call an emergency session at any time, if need be. Private citizens can bring problems and concerns to the mayor at any time at his residence and can address the mayor and/or Council during open sessions. Town Guard: 300 men-at-arms in medium armor. The appointed Captain-General is Benjamin du Lion, a noble knight from a great house far to the north (F:12, platemail and sword +3). Men-at-arms armor has large plates over stiff, treated leather, vambraces, greaves, open-faced helm with nasal and cheekguards, heater shield, longsword, dagger, handaxe, light lance/longspear or composite short bow. Mount is a medium war- horse. Clothing color is pale rose with summer green cloaks. The Town Guard reside in the Old Keep. They man the gates and walls, guard important civic buildings like the bank and town hall, and patrol the local roads on horseback. Town militia are trained with bow and either spear/shield or polearm. They are armored in short-sleeved, knee-length mail tunics and steel caps. Weapons and armor are issued from the town armory. Retired ad- venturers and soldiers will have their own armor and personal weapons. Though militia training was once mandatory for every able-bodied person, it has not been enforced for almost two centuries. Still, many still train (or have been trained at some point) to use weaponry and fight in close order for the defense of the town. Militia train in the park twice a month on Saturday mornings. Small groups may train more often, unofficially. Militia raised from the countryside uses a variety of weapons, from axes and hammers to bows and boar spears to hunting swords and seax. Armor worn also varies widely. There are a number of adventurers and ex-adventurers that live in or near the town. A few have moathouses or fortified manor houses in the countryside and help to keep a watch over the area. Town Watch is mostly drawn from the town militia and any other citizenry who wish to participate. It is built around a small nucleus of professional town constables and overseen by the Chief Constable of Aurora. Each shift is managed by a Watch Commander who is specially chosen by the Chief Constable. The Watch is divided into three 9-hour(overlapping) shifts of about 40 persons each. Patrols are in groups of 2-4 and cover specified routes. Occasionally, specialists, spellcasters, and others will accompany the watch. The Watch wear cuir bouilli cuirass, leather cap, and are armed with cudgel, hand axe(for cutting ropes or breaking down doors and other obstacles), and long knife. At least one in each patrol will also carry a crossbow with various specialty quarrels. "Mancatchers" are also occasionally used. Aurora Navy: Numbers around 300. The Tusken River is patrolled by 6 two-masted schooners/ brigantines which are quite swift and highly maneuverable. Crew complement is approximately 24 plus additional specialists (spellcasters, etc). There are 8 of these ships constructed, but only 6 are in operation at any given time, with 2 out being rotated out for cleaning and maintenance. Each ship carries a bow and stern chaser, as well as as several small swivel guns mounted on the deck rails that fire scattershot. Two larger ships (3-masted barques) alternately patrol the coast or act as escorts for merchant ships sailing Azure Bay. They carry a crew of around 75 sailors and marines with 8 large cannon, a bow and stern chaser, and a few smaller swivel guns ("deck sweepers"). Navy crew wear brigandine jacks and are armed with cutlass, hand axe, cross- bow, boarding spear, club, and dagger. Overall technology: Renaissance level with some steampunk(and higher) tech. Indoor plumbing(hot water is centrally heated). Chemical tri-globe street lamps made of white glass set on 12' lampposts spaced 50' apart. Main streets are 15' wide and constructed of packed earth/crushed stone with stone pavers, bricks, or cobbles, cambered and guttered for drainage and sewers with raised stone sidewalks along both sides. Smaller streets are often just packed earth - sometimes with gravel, timber, or stone. They are of varying width and often wind-y. Buildings are usually 2-4 storeyed, single structures or row houses made of stone, wood, brick, and plaster primarily. Some have electric generators(not a few are powered by lightning elementals) and electric or chemical lighting. City Gates: The gates are manned day and night. Between 10 PM and 6 AM only the Sunrise and Sunset Gates are open. Money exchangers are set up at the Sunset Gate and Market Gate. Customs and the Harbor Master are found in the Sunset Gate. Sunset Gate: On the west wall at Sunset Plaza. Opens on the Tusken River Bridge and Caravan Road. Sunrise Gate: On the east wall at Sunrise Plaza. Opens on the Marsh Road. Market Gate: On the south wall at the Market Square. Farmer's Market. Opens on River Road. Grainger Gate: At the North Court. This is where cattle, pigs, and sheep are brought in for shearing and slaughter. Opens on the Lake Road. Wharf Gate: Fishmarket. Opens on the Tusken. Timber Gate: This is where timber from the logging camps comes into the city. The logs are floated down the river from the north. Mill Gate: Leads to New Mill Road south along the Tusken. Water Gate: Opens on the Tusken River from the shipyard. Smuggler's Gate: ? Defenses: Town wall(20' high), towers every 200 feet, the roads are regularly patrolled by medium cavalry, the rivers are patrolled by fast schooners with technomagic cannon, and a variety of special defenses against hostile warships and aerial attacks can also be employed. Roads: Roads are made of packed earth, graded for drainage, over stone aggregate, gravel, and sand, and are typically around 15' wide. The Town of Aurora maintains and patrols the main roads around the town. The main roads are patrolled out to a distance of about 20 miles. Beyond that range, roads are maintained, and sometimes patrolled, by local village and hamlet authorities, where possible. River Road - Runs southeast along the Tusken River from the Market Gate. It skirts the southern edge of the Greenmarsh and continues to a fork which goes to Princeport on the Sea and Carnelian on the lake. Abbey Road - Runs east from River Road to Freitukk Abbey and the new cemetary. Caravan Road - Runs west from the Sunset Gate, across the plains, the Majestic Mountains, and to the desert cities of the west. Marsh Road - Runs east from Sunrise Gate to the small village of Crossroads three miles away, and on to the Green Marsh New Mill Road - Runs south from the Mill Gate along the Tusken. Many large windmills along the way. It connects with River Road a little ways on. --------- Quarry Road - Runs from the limestone quarry, northwest of town, down to the Caravan Road. Menhir Lane - A stone monolith lined path that leads to an ancient stone henge not far from town. Three Mile Run - Runs in a semi-circle north-east-south, about three miles from town. Kane's Path - Leads from Kwai Chang Monastery down to River Road just 1/2 mile north of town. It is a narrow dirt path. Mine Creek Road - Runs from the agate mines, along Mine Creek, to Three Mile Run. Trade: 1) Desert Caravans from the Dune Sea across the mountains to the west. 2) Caravans from Princeport on the coast and Carnelian on the Lake. 3) Dwarves of Ironstar Mountain. 4) Water trade from Laketown 5) Water trade from Lakeport in the Western March. 6) Water trade from Carnelian. 7) Water trade from Portown on the southern continent. 8) Plainsmen from the western steppes 9) Tribes from around Lake Plumstil to the east. 10) Gnomes from Mazytop. 11) Occasional trade from far lands. Exports: agates/semi-precious stones, technology/technologists, scholars, teachers, artisans, musicians, adventurers, magical paraphenalia, books/bookbinding, finely crafted items, tools and instruments, delectables, absinthe, ships and boats of many kinds. History ------- 620 years ago, the silver towers Avalon fell. The center of the great kingdom became the Beryl Lake. The land was changed all around and communication and trade between once thriving and connected regions collapsed. Nearly 300 years later, some of the peoples now living along the Tusken River plain built a small local trading hub in the shadow of the ruins of an ancient keep. With time, a stout drawbridge was constructed across the river and sustained trade was begun again. By 375, the old trade routes to the kingdoms remembered of old had been re-established as well as routes to new cities and kingdoms which had sprung up in the years since. At this time, the village was directed by a council of merchants overseen by the arms of a strong local warlord who took possession of the keep on the hill and kept watch on the land all around. As trade grew, so did the town which was now called Aurora. By the late 5th century, the hereditary lord had given way to an elected mayor, and the council of merchants had expanded to include representatives of all the important aspects of the town and surrounding area. In 493, construction began on a new municipal center and updated infastructure, a network of paved streets, and a new town wall covering a much larger area than before, to account for Aurora's substantial growth over the last few centuries. Aurora is currently a large town(or small city) known as a hub of trade between several widely separated areas of civilization, and a refuge for humans and humanoids of all kinds. It is connected by waterways to both the great lake to the north and the sea to the southeast, and ships of all types visit regularly from ports both near and far away. Large caravans from the desert kingdoms cross the Majestic Mountains, bringing with them exotic finds from the Far West. And travelers from many leagues in all directions come to Aurora in search of . . . Over the years, Aurora has become a haven, a meeting place, and a chance to begin anew for artisans and craftsmen, inventors and technologists, spellcasters and psions, merchants and traders, escaped slaves and mutants, adventurers and soldiers of fortune, freebooters and free thinkers, and demi-humans and humanoids of all kinds. The feel of Aurora is somewhere between Renaissance Florence and an Old West frontier town. The laws are few and just, taxes are fair, and adventure is to be found by any who desire it... Businesses and Buildings and Areas: ---------------------------------- Areas ----- Forum Plaza Sunset Plaza (at the Sunset Gate, street performers, Lion and Dragon Dance during the Celestial New Year, lightning bug lights in the evening) Sunrise Plaza (at the Sunrise Gate, red coral flagstone, animated Aurora statue) Carnival Park (with ampitheatre) - The Ork Carnival sets up here each Spring Garden Circle (flowers of all hue and kind, prisms reflect light), florist stalls Topiary Gardens Compass Square The Angle - shops near the college Fishmarket (near the Wharf Gate, Serpentine Fountain, Ice House) Farmer's Market (Near Market Gate) Market Square (at Market Gate, Farmers' Market, Giant Yule tree at Winter Solstice - has electric lights, cheery Yuletime music from Snow Dwarves of the far north) The Old Keep (men-at-arms are garrisoned and supplied here) Market Quarter - A large area with a 2-storeyed, arched and columned, stone building on the northern and western perimeter. Along Pavillion Street are wide, colorful tents, pavilions, and awninged booths. Along Market Street, and within the interior, are many more booths, wooden stalls, shaded stands, thatch-roofed huts, and brick workshops. In the angle created by Market Street and Nautical Way along Park Street, are stables as well as repair services and supply shops for arriving and departing caravans. The ground of the main area is made mostly of paving stones with some grassy areas scattered about. The Market Quarter is where the most of the caravans, traveling merchants, and sea/lake traders set up shop. It is a glittering beehive of activity from early in the morning until late at night, and most of the regular merchants have permanent stalls here. Public Buildings and Services ----------------------------- Old Keep - Remains of an ancient walled keep with outbuildings now repaired and used to house and maintain the men-at-arms who defend the town. There is a smaller armory here in the base of the tower, as well as private stables, storage, and barracks. East quadrant on a low hill. Beacon Tower - NE corner by wall of keep. Can be seen for several miles around. Lit in times of trouble to warn those in the countryside of danger. Town Hall/Council Forum/Aurora Admin Bldg - town planning, taxes and census, weights and measures, public works and maintenance, trade, lamplighters, streetsweepers) Mayor's Residence Courthouse/Chief Constable's Office Jail/Workhouse Bank of Aurora/Treasury/Mint - coin minting, money storage, financial deposit/ credit issuance/funds transfer, loans, merchant and trade investments Small Moneylenders - for small and medium-sized personal and business loans - booths set up on streets near bank, loan payment enforcers ("Moose and Rocko") Hall of Records - archive and main library, *also the town billboard is out front* Aurora Museum - attached by 2nd level bridge to the Hall of Records Town Armory - weapons and armor storage and care for the militia and townsfolk Town Stables (visitor's horses stabled, pack teams can be rented here) Town Depot(wains, carts, and barrels) Firehouse Town Wells/Well Pumps Waste Mgmt/Town Dump - Black pudding Wednesday's Mortuary Old Town Cemetary - low stone wall, arched trellis entries, narrow path runs throughout, the dead are occasionally restless Town Water, Sanitation, and Sewage Center Public Toilets, Showers, and Water Fountains Aurora Public School Town Courier Sylvan Playhouse Carnival Park - the Ork Carnival sets up here Warehouses(goods) and Silos(grain storage) Harbormaster Naval Barracks Trade, Customs, and Duties Clock Towers (on Tech Bldg at college and on Town Hall, both have chimes/bells) Shipyard - Builds primarily CARAVELS and GALEASES (mixture of square- and lateen- rigged sails), BRIGS (2 masts, fore-and-aft rigged), and BARQUES (3 masts square-rigged with a mizzen fore-and-aft rigged) for sea, coastal, and lake trade. Also, XEBECS (all lateen rigged, more maneuv- erable for river travel). Steamboats and boats powered by elemental forces or ancient tech have also been built on occasion. Naval Barracks Boarding Houses/Flop Houses Troll House - On the Tusken River Bridge(Trollbridge). Restaurant, public bathrooms, town and area maps, local information Brothers of Balthazar (B.O.B.) HQ - Once, the keepers of the Crystal Skulls from the Lost Cities. Now, searching for their location. Thieves' Guild (run by Ishi, TH:14, female raccoonfolk mutant), specializes in smuggling and transport illegal items (and people when necessary), acquisitions for high-end buyers, information, arranging meetings for buyers and sellers of special items (for a substantial finder's fee), fencing stolen goods, espionage, crafting tools and instruments for special projects. The Guild has chapters in Marid and Portown and is working on inroads to Carnelian though it is tightly controlled by the Pashas. The guild has many secret ways into, around, and out of town as well as several safehouses an some unusual modes of transportation. Churches/Shrines/Places of Learning/Magic ----------------------------------------- Church of the Good Shepherd - dedicated to an ancient benevolent deity who once walked the land calling all mankind brothers and sisters, the poor are fed and clothed, the sick are healed, refugees and those who are persecuted are given santuary(sanctuary is generally respected by all), and undead are blessed and returned to the earth. A protection from evil spell surrounds church, stone structure, steeple with bells, stained glass windows, clerics dress in white, wooden crook and chalice (holy symbol), holy days - winter solstice - light in the dark times and celebration of togetherness, spring equinox - life renewal/rebirth and rededications, many white candles on an altar of blue lace agate, everburning light in the highest window of the steeple, run by Barnabas (CL:13, Neutral Good, INT/ PER:18, late middle-age, chestnut hair, peaceful, smiles, very wise, sunstone cross/holy symbol - +2 to AC). Located in downtown. Shrine of Morgan - Shrine to the quasi-deity Morgan(hidden, mazy alley, down stairs to hidden door), lavender colored vault lights from the sidewalk above light the chamber - geocache for adventurers, tech items, tech recharging apparatus. (Morgan, now a quasi-deity, left the world in 577CY). Temple of Bonz - magical and non-magical healing, very reasonable fees (donations of medical/healing tomes, scrolls, and instruments found by adventurers are gladly accepted in lieu of payment). Located at the University (NW side), Mac (CL:16, AL:NG, 42, brown hair, midwestern accent, kind). Dedicated to a man-deity from the stars who once visited this world to heal the sick using divine artifacts of Technology. Temple of the Zodiac - Veneration of the planets and stars, all of which represent aspects of the psyche/personality. Sacred AstronomyAstrology/Mathematics. Marid influence, arab arches, onion domes, arabesque frescoes and murals, observatory, astronomy, all are welcome. The interior of the main dome is made of lapis and gold with a fresco of stars and planets. Located in the Caravan District. (Setare (star) female cleric, CL:12, AL:LG, light brown skin, dark amber eyes, midnight- black ringlet hair that is styled, aquamarine gown, jasper/turquoise/ orichalcum jewelry, she is serene and wise, late 30s, PER:18). Moon Palace - dedicated to the moon maiden, maze of rotundas, cupolas, porticos all stacked together, highly polished mirrors refract the light of the moon throughout the temple, garden of moonflowers that only bloom on moonlit nights, moon well - visions in the water, entire building glows in the dark, columns, Priestess Cassandra (CL:10, AL:N, long opalescent hair, gossamer silk gown, long blue- black hair, indigo eyes, blue quartz/moonstone/electrum jewelry, her smile contains many secrets, mid 30s), located on the westside. Moonmaid (moon, luck, mysteries, secrets, romance, wild sex, wanderers, magic) Chapel of Nemo(god of mariners) - altar/statue of aquamarine, saltwater offerings pool, small oblong structure built from driftwood, porthole windows of sea glass, fixtures/implements of shell, Nestor(CL:11, AL:N, ST:17, short, balding, strong forearms, 50-ish, deep sea-blue eyes, plain-spoken and occasionally mirthful, silvery-green sleeveless tunic, dark gold lamay sash with wide leather belt and large gold buckle, gold hoop earrings, Trident of Fish Command +3). Tower of the Purple Sage(archmage) - scholarly knowledge, spells cast for a fee, tower is made of a dark, fluorescent purple stone, located on campus, MU:23, venerable, long white hair and beard, bushy eyebrows. The Tower is indestructable and may only be entered or affected by invitation or allowance of the sage or his assistant. The Purple Sage, however, is rarely in, and adventurers will have to interact with Xoloch(Zah-lock'), his apprentice/ assistant. Xoloch HATES interruptions with his work and the petitioners will know it! He will reply to questions and pleas for assistance with an annoyed/exasperated hiss. He will, however, help the adventurers in the end before bidding them to depart. (If they are seeking a small, and necessary, object or translation, etc, Xoloch will likely have the item in a magical satchel on his person or on a shelf within reach. He is unlikely to be surprised by anything the adventurers say or do - though he may feign surprise.) Xoloch is a MU of unknown level (just assume he can conjure or divine anything he needs to). College of Technology - Tech items/Technology bought, examined, and taught here, located on the NW side College of the Humanities - The Muses, brownstone buildings with ivy growing, located on the NW side Tower of the Logrus - Wizards' school, tower is darkly iridescent, the ghosts of those masters who once taught here(or their shades) still guard, and take care of the tower, houses one of the greatest magical libraries, located on campus Businesses ---------- ODO's - Only Dropped Once - used weapons and armor for a reasonable price The Danesman - (Ragnar) - Smith, armorer, weaponsmith, Volmerung immigrant to Aurora Iron Mountain - Dwarven ironsmith and armorer Hammer and Tongs - Dwarven smithy The Dented Helm - used and refurbished armor and weapons, trade ins welcome Brave Sir Robyn's Knightly Armours Little Round Halfling - pies and pastries, Run by Otto, a retired hobbit adventurer now specializing in confections Barliman's Bakery Wonka's Candy Castle - The finest candies in the world The Cookie Tree - Elven operated cookies and crackers bakery(located inside a Dwarf Mallorn) Hatchet Molly's Butcher Shop - Molly is from the Marches, husband killed in Minotaur raid, she fought them off with an axe and later became a butcher, Listens to loud music when carving in the back. The Apple Barrel - apple butter(local), jams, preserves, marmalades, nuts, spreads, syrups, sauces, peanut butter, cocoa Aunt Delilah's Dry Goods and General Store Two Bits - barber shop, hair-styling, manicures, has gumball machine - handfull for 1cp Lotus Blossom - body care services and products from the Far West, soaps, perfumes, fragrances, cosmetics, body oils, scented candles, massages, etc Evening Star - fine evening wear/formal wear/lingerie, colognes/perfumes/scents Panacea - apothecary Jabberwocky's - medicinal and recreational herbs and drugs, pipes and paraphernalia Finnegan's Adventurer Supply Shop(and fence) X Marks The Spot - maps of all kinds, mapping tools, novelty treasure maps(some may be real), mining tools, caving Moonlighters - Thieves tools, disguise kits, exotic/hidden weapons, specialty items, locksmith, run by Templeton(TH10) Guiding Star - Nautical charts and instruments ACME Tools - fine tools, hand tools, heavy equipment, electrical generators(on occasion), run by Tim Stone Mountain Contracting - design and building, dwarves, gnomes, etc Fred's Junk Emporium - junk dealer, repairs Bandit Freighthaulers - teamsters, packhandlers, and porters may be hired here Gizmo's - mechanisms, clockworks, and steamworks seller, fine tech tools, tech repairs, Gnome Jasper's - fine clocks, mechanical toys, and music boxes, (Dwarven owned) Macguyver's - science books/lab equipment/educational kits/supplies Zumdahl's - chemicals, chemistry/alchemy apparatus Big Blue Box - tech/extra-planar items identified, bought and sold, extra-dimensional space inside, run by The Doctor Stocking Full of Toys- toys, toys, toys, candy, sweets, sparklies, run by an old, largish half-elf named Kris, lots of colored lights illuminate the place and there is always egg nog, hot chocolate, and cookies. Kris seems to make a lot more toys than is possible for one man...perhaps he has helpers. Finndo's - Gnome jeweler(and fence for Thieves' Guild) Legal Eagles - legal representation for hire Bold Ventures Trading Co. - Money lenders, loans for merchant enterprises, business/trade investments, business decisions made by stockholders Gold Coast Inc. - Money lenders, loans for merchant enterprises, business/trade investments, business decisions made by stockholders Puffin Printing House - town printers, printing supplies, bookbindery The Dwarven Touch - engravings, inlay, filigree, reliefs, carvings, embellishments Frobozz Sorcery Supplies - "high magic" supplies, wands, rare animal parts, buy/sell, spells cast for a fee The Black Cauldron - magic supplies, herbs, crystals/gemstones, wands, alchemical ingredients, potions, poisons, divination tools, minor enchantments Seymour's (Little Shop of Wonders) - exotic plants Dolittle's Exotic Pets (buy, sell, veterinarian, speaks with animals) Ancient Ways Animal Training and Handling - Caleb(half-0rk ranger:8) Copper Kettle - tinker, tinsmith, coppersmith City of Brass - brass and bronzeworks, smiling efreet on sign Smokerings - tobacconist, pipe maker, meerschaum carver, run by Old Toby(hobbit) Aromas - coffee and tea house, drink in or carry out Arkm's Rare Books and Curios (magical and mundane) Hearthside Books - books, manuscripts, and writings of all kinds Fedora's Importers/Exporters(Morgan's old outfit) The Marquis' Dungeon - fettish shop, leatherware, sex shop, piercings Salamander's - tattoos, piercings, hair-styling/dyeing, half-elf punk chick named Acid Gossamer - Elven clothing from fashionable to functional, elven art, run by a different elf each visit The Huntsman - hunters and rangers attire and tools, bows, owned by Orion (9th lvl Ranger) Leather Corral - Leather goods, rawhide goods 1001 Treasures of the Sultan - exotic goods from the desert kingdoms (run by Ali, Thief 12) Northern Star - exotic furs, pelts, horn, amber, fabrics, etc, from the far north, run by Sigurd(8th level barbarian) Azim's Magic Carpet Ride - Persian rugs(both mundane and magical) Angelo's Sculpture Garden Celestial Treasures - curios and clothing from the Far West. Pasha's Pavilions and Palanquins Golden Goose - jewelry, precious stones and metals Pot O' Gold - gold and silver jewelry, metalsmith ******? Aladdin's - lamps, lanterns, candles, candelabras, braziers, sconces Through the Looking Glass - mirrors, lenses, telescopes, microscopes, optics, prisms Grandma's Quilt - fabric and upholstery of all kinds, crafting supplies Bedknobs and Broomsticks - housewares and necessities Dream Weavers - clothing, embroidery done Polar Lights - cold weather gear, mountaineering Jeremiah's - skins, furs, pelts, clothing, shoes, headware, accessories, taxidermist The Dugout - sports and recreation equipment The Petal Throne - fine furniture, carpets, curtains, and upholstery Cherry Blossums - ceramics, pottery, porcelain, lacquered items, woodcuts, scrimshaw, ivory, run by Taka (female from islands country in the Far West who makes many of the items) Crystal Palace - fine crystal...everything, glassblowers, quartz Joyous Palette - painting, arts and crafts, run by Bob Florist Shop - at Garden Circle, Taz (demon, AL:CG, HD:10, AC:2, DMG:2D6, MR:75%, green, scaly, 6' tall, (Elysium) pointed ears, toothy grin, +2 or better to hit, STR:18, INT:19, Immune to sleep/charm/mind control, disease, aging, hold spells, fear, illusion spells, poison, feeblemind, magic jar, polymorph, and all similar spells. Half damage from heat/cold/electrical. Has darkvision 60', Can cast read magic, detect magic, tongues, comprehend languages, detect invisible, dispel magic(at 11th level) all at will. He can also cast any cantrip and use any spellcaster item without negative effect. Taz loves snapdragons, sings at the Green Parrot karaoke night, knows origami, writes haikus, and is a pretty good cook. Imhotep's - paper, parchment, vellum, inks, quills, fountain pens, all your scribal needs Eye of the Tiger - bare bones fighter training gym for locals Feathered Hat Fencing Salon(friendly rivalry with Jaunty Plume) Jaunty Plume Fencing Academy(friendly rivalry with Feathered Hat) Night Fever Dance Studio Cindi's Magic Pumpkin Coach/Carriage Rental - town taxi service by Carnival Park, 2-3cp in town, 1sp for rides outside of town. Captain Dunsel's - boating supplies, repairs/refurbishing, canoe building Martinique's Boating Tours and Rentals - run by Morgan(F:8/TH:5), his boat is the Marie March Hare Hat Co. - also scarves and neckerchiefs Unchained Melodies - luthier, piano maker, repairs and music lessons, sheet music, transcriptions, Bretta (half-ork, female, wears gossamer elven clothes, Bajoran earring, TH:5, BD:8, MU:2) ** Bretta lives in Morgan's old house, 2 miles north of town. She was an orphan adopted in 588 at the age of 11 and raised by Paladin(died in 602 at the age of 102), Morgan's hobbit steward. Canary Song - music shop, brass, percussion, woodwinds, keyboards, sheet music, records, turntables (owned by the Red Canary, a sultry jazz singer famous in Carnelian) Smuggler's Hold - spice merchant, ex boat captain, F:12 Solomon's - fine wines and brandies, liquors and liqueurs, ales Green Fairy Absinthe Distillery Green Goblin Brewery - local brewery The Gypsy Eye - run by Raven(female TH:9/MU:6), occult writings, esoteric items, rare finds, art, clothing, information, divinations cast, lucky charms, lost things found Dobby's - home repairs of all kinds - we fix anything, run by goblins, small round building Flynn's Arcade - ancient arcade machines powered by an equally ancient electrical generator far below ground. Pandora's Box - magical and mundane gifts / everything shop Trinkets - small shiny things, pewterware The Dungeon / Dragon's Lair - games store and tavern located in the original gatehouse of the Old Keep. (Old Grognards' Tavern is also in the gatehouse.) Prof Farnsworth's Flying Whirlygigs - autogyro tours and rentals Nero's Bathhouse - (magically)heated and cold pools, marble columns, satyrs and nymphs murals Grandad's Bait and Tackle Inns and Taverns, Restaurants and Recreation -------------------------------------------- Bloody Jack's Bar and Grill(great place for seafood, divey, each of the owners has mysteriously died - Jack was the previous owner) Wolf's Revenge - BBQ joint, red brick Snoozy Goose - breakfast till noon, served up s-l-o-w-l-y, mimosas and bloody marys while you wait Nemo's Sub Shop - sandwiches of all kinds, run by a retired sea captain The Shadetree - eatery at Garden Circle, green and white striped awning, outside seating, flavored drinks/sodas, ice cream The Duke's Room - restaurant, jazz lounge, martinis Blue Lagoon - high-end restaurant, decorated as an exotic underwater grotto, pool with private alcoves Lamplighter Restaurant - overlooks Carnival Park, gas lamps and glowspheres, elevator up from carriage parking inside of hill, carved wooden stairs up hillside from ground level. Dragon of the Black Pool - asian restaurant run by Egg Shen(MU 11/MK 8, Chinese Red Dragon). This place right next door to Celestial Treasures, large jade dragon sculpture inside, onyx pool Old Grognard's Tavern - Located in the original gatehouse of the Old Keep. Owned by retired foreign Admiral Arness and Field Marshall Zagy. Stories, Bards, tabletop strategy games, dark ale, "guarded" by a small lunar dragon, adventurers may be found here, bulletin board Green Parrot Bar - colorful Jimmy Buffet-type place, seafood, cajun food, margaritas, tattoos, jukebox/live bands Snake's Den - Bar run by "Snake"(F:8) - ex military, eyepatch, black cobra tattoo on torso. Smuggling on the side. Tech weapons may be bought/sold here by those few who know about the place. Thieves' tools and specialty items are also sold in the back. A good place to contact mercenaries/men-at-arms/smugglers for hire. Billiards, darts, poker, tattoo parlor, jukebox, cage/ring fights Blue Wyvern Tavern - unofficial HQ of Wyvern Company - a famous merc company founded in 527 by Deirdre Barimen. Their symbol is a blue wyvern rampant on a black field. Unofficial news of doings around the land, men-at arms, scouts/guides can be found here, magical means of communication with the Blue Wyvern Tavern in Portown, knife throwing, strategy games, ping pong**, music/bardic performances ** A game brought back by the Company after being hired by the regent of Tandaloor to defend the Tan Dorn Pass near the village of Dewat(Dih watt) Shields Tavern - walls decorated with the heraldry of famous knights of Avalon, large stone fireplaces, mahogany tables with candles, dark ales and ciders, elk horn chandeliers, occasional bardic performances, rangers sometimes meet here Sandbar - fisherman's pub on river wharves, wooden structure on pilings, long and narrow, located at the end of the Old Shoals Pier near the Wharf Gate The Brick Cellar - pub, several homebrews and beers from around the world, red brick under- croft, brick arches, huge brick fireplace, bawdy music/singing, "meat and potatoes" cooking Sign of the Unicorn - tavern, popular with spellcasters, adventurers, and bards, heroic tales and magic, exotic drinks served in "unicorn" horns, hookahs Valhalla - drinking hall, drinking horns and steins, long wooden tables, viking motif, axe throwing competitions, drinking contests(the giant's horn), music performances The Underground - hidden tavern in part of a buried ancient city, it's down some stairs, across a hidden courtyard, through a secret door, dark ale, rangers sometimes meet here, scouts/guides may be found here, jazz bands, smoky Adamantium - mutants and psionics nightclub, live bands, juke box, colored lights, lighted bar, pinball machines/air hockey/etc, appetizers The Mausoleum - Gothic club built inside of a mausoleum in the old town cemetary, torchlight, stone sarcophagi = bar tables, large dais = dance floor, bar in wall recess, lift down to cellar Frankenstein's - Techno bar, Cosplay, "sign outside("Where we can all be monsters"), sign inside(Please, no open flame), Flesh Golem bouncer, electric lights, tesla coils throw static electricity all around the inside, jacob's ladder, b/w reel-to-reel horror movies run constantly, dance Prismatic - dance club, music, exotic liqueurs, illusionist shows, laser lightshow Xanadu - brothel, massage parlor, fine hash, orient(Far West) The Silk Room - brothel, persian influence Black Pearl - brothel, pirate treasure cavern decor Glass Slipper - brothel, victorian design Goodnight Moon - inn The Mallorn Bough - inn (treehouse) The Mermaid's Arms - inn River Rat - inn, tavern(knife throwing contests, billiards, jukebox/live bands) The Pillow Den - inn, plush Old Red Barn - inn, tavern(straw and peanut shells on floor, impromtu fiddle contests, billiards, darts, piano bar) Hearthstone Inn - inn, tavern, bardic performances, meat and spicy potatoes, many homebrewed ales, mulled wine, bawdy Interesting Things ------------------ 1) Serpentine Fountain - Located in the Fish Market. Fountain is of serpentine stone with many intricate carvings of sea creatures all around it. Water Weird. Does no damage, collapses after 3 rounds, splashing everyone within 10 feet. re- forms in D4 rounds. 2) Aurora (goddess of dawn) Statue - Constructed from one giant carnelian crystal. Each day at the hour of dawn, she pivots to face the sun and spreads her wings and raises her hands to the sun. This lasts for one hour, after which she lowers her arms and wings for the rest of the day. The stone catches and stores the sunlight, so that at night, she radiates a soft, reddish, sparkling glow until the hour of dawn. The statue is 12' tall and is located in Plaza Del Sol at the Sunrise gate. 3) River Bridge Troll - On the bank underneath the Tusken River Bridge. Carved from brown limestone. Only head, shoulders and hands visible. The rest is buried in the bank? Places Very Near Aurora: ----------------------- Quarry - limestone, marble, a few miles northwest of town in some rocky hills Agate Mine - at the end of Mine Creek Road NE of town Old Henge - Temple for the worship of the "Old Gods" - nature gods residing within everything. Unknown builders, strange dreams/occurances/lights in lake, pagan nature rituals, stone henge located 3/4 mile NE of Aurora, Menhir Road - tall standing stones along its length - leads to it from the Lake Road that runs north to the Hippogriff Cliffs at Beryl Lake. Freitukk Abbey/New Town Graveyard - Abbey Road runs east from the River Road just below the Market Gate to the Freitukk Abbey where the new town ceme- tary is located. Freitukk Abbey is run by a jovial friar of middle years and round belly who also minds the graveyard (Aldwin Tiberius Canterwell, dark brown hair, thick beard, brown robe with hempen belt and work boots, CL:11, AL:NG, INT:16, CON:18, Staff of Striking +3, silver shortsword +1, Drinking Horn of Everfilling, honey salve for healing). Aldwin keeps hives of giant bees and is known for his un- surpassed mead, honey, and honeyed ale. Algernon, a young friar(level 3) with bowl cut hair) assists with the brewing and leads the young acolytes who prepare the dead for burial and maintain the cemetary grounds. When found, Aldwin may be in conversation with a Silverbeam, an Ent (AC:2, HD:8, MV:6", can command up to 2 trees nearby and they will have a MV of 3"), or one of his oter entish friends, as they are known to visit the abbey on occasion. Freitukk is an Old God of harvests, bounty, growing things, the cycle of birth and death, generosity, and hospitality. The Grove - Oak grove just across the Tusken and southwest a piece.(Stev-o the druid lives here. Crikey!) DR:14, CON:18, boomerang +3, can speak with animals, permanent Animal Friend- ship. Stev-o has been living here since 596. Xavier's School for Mutants and the Psionically Gifted - Across the Tusken and a mile north of town, near a large stand of woods. Xavier is a high level psionic. Morgan Star's Old House - 2 miles north of town, along the Lake Road. Bretta (Unchained Melodies) lives here now. The house sits on 10 acres enclosed by a wooden split-rail fence. The house is called "The Rock" because it was carved from a lime- stone rock formation - towers, balconies, wood panelling, observatory, mostly ramps with few staircases, hidden chambers, escape hatch, windowed conservatory for music lessons, many storerooms/workrooms, generator, electric lights and outlets. The 3 acres immediately surrounding the house are contained by a low, stone fence with 5' tall stone pillars every 20' supporting dimmable light globes of an orange-yellow hue. The banks of the Tusken River bound the western side of the property and the Lake Road bounds the eastern side. There are woods within the southern border and an orchard and small pond lie within the northern border. Nuwanda's Shrine (inside a small cave system) - Old God of wine, revelry, song, and sex. Offerings of poetry, art, music, and wine. Young lovers from the university often meet here Located just across the river from the monastery. Full Moon Saloon - Erotic dance, run by "a hairy-handed gent", at the intersection of Three Mile Run with Lake Road, beside the Tusken. The bar has a dockside on a little cove for river traveling customers. Dusk Till Dawn - Roadhouse run by an old undead-hunter(Kris, F:8), 3 miles south along River Road near the Three Mile Run junction. Crossroads Village - 3 miles east of Aurora at the crossing of the Marsh Road and Three Mile Run. The village includes: 1) Sam's Spade Shop (farming implements, feed, and seed) 2) General Store (has gumball machine - handfull for 1cp) 3) Candy Shop w/ soda fountain - run by old Orville (bowtie and suspenders) 4) Smithy - Orlando 5) Jonathan's Wains and Wagons 6) Chapel of Bonz (Keeley, CL:9) 7) Crossroads Tavern (pitchfork on sign, owned by "Granny", a rather pleasant Night Hag) 8) Beacon Tower - lit in times of trouble to warn the folk all around. Can be seen by those on the beacon tower in Aurora. 9) Watch Station - Sheriff Andy (a personable, folksy sort with past combat XP, F:3) takes care of the folks in the local area. He has recently taken on a young deputy to train. The local militia gathers on the village green the third Saturday of every month to train with spear and bow. Though it hasn't been mandatory for almost two centuries, many from the countryside still show up to train. Logging Camp - across the Tusken from Aurora, a few miles north along the river. Kwai Chang Monastery - On a low, green, wooded ridge 1/4 mile NW of Aurora across the Tusken, stands a small monastery founded in CY 572 by a traveling monk from a far country far west of the Dune Sea. The monks, both male and female, are dedicated to perfecting themselves in mind and body. The final test for a young acolyte is to jump into a deep ravine on the NW side of the ridge and shift dimensions before reaching the bottom. Scattered bones at the bottom of the ravine remind the monks of the importance of removing the distraction of fear and clearing/focusing the mind. (Most of the bones have been planted there by senior monks over the years, both as a reminder and as a lively joke. Most are not even human(oid) bones, although the head monk is silent on the issue.) ## * Founded in CY 471 * Stone construction, dark, hardwood floors, braziers, incense, zen garden, pools, flowers, garden(vegetables), groves, bamboo * Monks wear sky blue robes and shave their heads except for a long topknot. Their symbol is a stylized dragon and tiger and there are usually 6D6 monks in residence. * Monks are both male and female. The body and mind are perfected. Open sexuality is encouraged as is helpfulness to all creatures. * The current head monk is named Kaiji(Monk 16) and is old and blind (but can 'see' perfectly). He is very wise and kind, though a powerful martial artist if the need arises. * Kane's Path leads from the zen garden through an archway and snakes down the ridge, crossing an arched wooden footbridge over a small stream, and eventually meets with River Road near the River Bridge that crosses the Tusken into town. The path is bordered with colorful, scented flowering plants that bloom all year round. * A secret underground passage leads from an alcove in the lower halls of the monastery to a storeroom in the asian curio shop, Celestial Treasures. * Illuminated manuscripts, calligraphy, tattoos * The monastery houses an extensive library of manuscripts on Far Western History, Phil- osophy, Martial Arts, Occult and Magic, Medicine, Esoteric Sexual Practices, Body Energy, Mental Disciplines, Poetry and Writing, Music, and Sciences of the Far West. ## If a monk experiences a natural occurance that would result in almost certain death (like a fall from a great height, not an attack in battle), they may attempt to shift to another dimension to avoid death: XP level * 5 = the percentage chance to do so. If successful, another roll is required to see the monk can reenter the Prime Material Plane near the point of departure. Failure indicates the monk is lost in the Astral/Ethereal Plane. A monk who is lost can make another roll to reenter the Prime each game day. Many of the "magical" abilities of monks are taught in a state of non-ordinary awareness and must be brought to the surface of the conscious mind in order to be used. This is why a monk gains special abilities at cebrtain XP levels. Wandering Monsters ------------------ GENERAL ------- Farmers/Villagers Hunters/Trappers Medium Cavalry Patrol (Aurora) Merchant Caravan Traveling Monks Dwarven Trader/Gnomish Tinker Students Ork Carnival (in Spring) Adventurers Ranger Healer (Cleric of Bonz) Bandits Herd Animal Predatory Animal(wolf, lion, bear) - hunting livestock Giant Spider Giant Rat Giant Snake Giant Lizard Giant Bat Giant Ferret Treant Compsognathus Hobgoblin Slavers/Pirates Hill Giant/Troll Carnivorous Plant Wild Boars Green Dragon (forest) Ogres - wild dance at night (forest clearing) Manticore Wyvern Blink Lynx Owl Bear Carrion Crawler Nixie (pool) Fairy/Pixie/Brownie Giant Beetle Unicorn (forest) Lycanthrope Spellcaster/Wizard Tower Mad Scientist Derelict Tech (may have Scrap Rats) Weather Anomaly Meteor Shower(at night) Strange Lights St Elmo's Fire Weird Magic Area Ancient Battlefield: Fog Of War, Battle madness(saving throw), Fog takes human shapes, human shapes/shadows move about in it. Elemental Green Man/vegepygmies (will attack regardless of the odds if tech is visible) Robot/Cyborg (near tech area) Mad Golem Run Amok Hourns/Awakened Trees - might not care for those that go on 2 legs Hidden Colony(mutants, escaped slaves/prisoners, refugees... - will be wary of outsiders) Victims of bandits or monster attack/Broken down wagons Glamored Lizardmen(work for Witch of the Fens) Spy for Wizard of the Volcano Madman - victim of the Theocracy's mindsifter Mercenary Company/Fort/Town Gnome dirigible in flight/landed Mutant/Psion/Madman(victim of Theocracy mindsifter) Traveling Performers Invisible Stalker Moon Dogs Poisonous Cloud Ancient Starship Communication Center (100mi s/sw of Aurora) - partially functional, radium batteries, radio telescopes Energy Monster RIVERS ------- Fisherman Foresters with lumber River Traders (from Beryl Lake) River Patrol River Pirates Electric Eels Giant Beaver Giant Crayfish Water Elemental Giant Bat Giant Rat LOCAL ROADS/LANES ----------------- Farmers going to market Herd animals (sheep, cows, swine) Miners wagon (2-4 guards if headed to town with stones) Quarrymen with wagons Pagan kids chasing/chased by/ringed around conjured dust devil Adventurers returning with Owl Bear trophy (The Red Dragons, infuriatingly full of themselves) Monk of Freitukk with cart full of honey, mead, ale) Kwai Chang Monks Bandit/Hobgoblin attack on farms Small Pterodactyls feasting on roadkill Students going to/coming from Nuanda's Shrine(evening/night) People of the Old Faith going to/coming from the Henge Sporting competition among villages(a reconizable form of baseball is played here, among other things) ---------------------DIMENSIONS/PLANES/WORLDS--------------------------- * Alternate Primes/Parallel Worlds - infinite variety * Deep Urth - A vast subterranean realm of interconnected caverns and tunnels. Lost civilizations and prehistoric or alien creatures may be found here. * Solar System - 8 other known planets but only 5 are visible from Urth(Mercury, Venus, Mars, Jupiter, Saturn), plus one possibly between Mars and Jupiter called Phaeton. Urth has one natural moon(Luna)** which is approximately 1/4 the size of the planet, and can be reached in about a 3 hous of travel by the construction of a special type of airship called a starsailer, or perhaps by other magical means. **A smaller blue moon is said to exist, but it appears randomly and at great intervals so it is only rarely seen. Urth's main moon is inhabited by an insectoid humanoid species that lives mostly underground in mazes of tunnels and caverns. They are a highly technological race and can communicate telepathically as well as verbally. There are also a few smaller "moons" which have become attached to the Urth over the millennia that orbit at various distances - usually much closer than the original moon. One of these is the home of the Hutts - a race of large, slug-like humanoids known for running organ- ized crime syndicates in several cities. The temperature of outerspace within the solar system varies between that of a warm, summer night to the chill of late autumn. There is breathable air between the earth and the moon, on the moon itself, and on all of the other planets and their moons, though not in the space between the planets. For interplanetary journeys, the airship must carry its own supply of air which will surround the ship in a breathable bubble out to a distance of around 20' beyond the ship itself. All of the planets, and many of their moons, are inhabited. Spacecraft travel at lower speeds while within the atmosphere/gravity well of a planet(and its moons). After passing the farthest moon of a planet, speed is greatly increased. Passengers, and those on deck, will not feel the increased speed or inertia while within the atmospheric bubble of the ship. Sensed speed will be that of a normal sailing ship. Moon (3 hours travel time/located within the gravity well of Urth) Sun (22 hours travel time from Urth) Mercury is hot and has dark golden sand and rocky, craggy mountains. Called Rasoom by those on Mars. Creatures made of rock inhabit this world(large humanoids that can create illusions and transmute matter, tunneling Horta, crustacean-like creatures and monstrous creatures), as well as various kinds of blobs and oozes. Days on Mercury are 59 days long. (8.5 hours from the Sun) Venus is a tropical jungle world filled with prehistoric beasts, vol- canic mountain ranges, and warm, shallow seas. Thick cloud cover obscures many of the stars from the planet surface and its atmosphere glows with a soft, blue-white light around the horizon at night. Venus is home to a civilization of strangely beautiful, olive-skinned people with dark, almond-shaped eyes. It is referred to as Amtor by its natives and Cosoom by the inhabitants of Mars. Days on Venus are 24 hours long and the planet rotates backwards so sunrise is in the east. (16 hours from the Sun) Urth is 22 hours travel time from the Sun. Mars is a rocky, red desert planet except for the lush, green areas along the many canals crisscrossing its surface where the Martian cities are built. The north and south poles are either ice caps or liquid water, depending on the season. This planet is called Barsoom by its inhabitants. Days on Mars are 25 hours long. Mars has 2 small moons: THURIA -- PHOBOS CLUROS -- DEIMOS (34 hours from the Sun) Phaeton ? May be a bright and shining planet and civilization. May be a planet in ruins...or completely destroyed(just a ring of small asteroids). (2.5 days from the Sun) Jupiter Gigantic creatures float among the clouds and swim in the helium seas. Some are highly telempathic. All are of enormous size. Giant gas vort- ices and powerful storms twist and spin their way around the planet's circumference at varying speeds. Lightning bolts can reach a thousand miles in length and time itself flows at different rates and even in different directions at times. Time Travel may be possible through natural portals. Black Obelisks are found scattered at random on the surface. These are interdimensional portals left or created by an un- known race long ago. Jupiter is called Sasoom by those on Mars. Jupiter has 4 moons(Ganymede, Io, Europa, and Callisto). Callisto's surface sparkles like Astral stars and may be a dimensional doorway. The erup- ting fountains of Io's volcanoes reach beyond its atmosphere into space. Europa is a water moon of endless seas and large aquatic life. Ganymede is a world of quartz crystal with strangely varying magnetic fields. The moon 'sings' in many different harmonic frequencies and has a variety of silicon-based life. Days on Jupiter are 10 hours long. (4 days 20 hours from the Sun) Saturn Three spectacular rings of partially solid material encircle the planet. Saturn is home to a highly intelligent, space-faring race of silver human- oids who have explored the galaxy for millennia. The climate is warm and comfortable. The planet has incredible rock formations, dense forests, and sandy beaches beside turquoise seas. The atmosphere has a blue tinge to it. Saturn's moon has giant trees, mile-high waterfalls, and mountains that reach to the edge of the atmosphere. Called Xasoom by those on Mars. Saturn has 1 large volcanic, jungle moon(Titan). Days on Saturn are 11 hours long. (8 days 21 hours from the Sun) Uranus A sentient planet of bright blue hue. Its surface is everchanging, often reflecting the inner thoughts, moods, memories, and dreams of the observer. Visions, portents and glimses of the past or future may sometimes be shown. A thin, delicate ring of soft luminescence encircles the planet, and can be seen even during the day(daylight is muted here). Days are on Uranus are 17 hours long and the planet rotates backwards. This is a world of deep knowledge and mystery. A highly intelligent, magical race inhabits delicately spired cities that float in the fluffy, white clouds which move about, high above the planet. (17 days 20 hours from the Sun) Neptune A barren, rocky planet of perpetual night. The many caves, tunnels, and caverns which permeate the mantle are home to a frightening variety of giant, monstrous creatures(3 headed dragons and the like). An alien race of psionic humanoids has been known to base on Neptune's large moon, Triton, as well as beings from the 23rd Dimension. Triton orbits Neptune in the opposite direction of the planet's rotation. Days on Neptune are 16 hours long. (28 days from the Sun) Pluto A frozen, rocky planet of sepia to light brown tones. An underground civiliz- ation may exist, or a portal to the Land of the Dead. Pluto has 1 large moon, Charon. The same surfaces of Charon and Pluto always face each other. Pluto and Charon are a double planet system orbiting a common center of mass bewteen the two worlds. The 2 worlds may mirror each other, and if there are humanoid races living on both worlds, they might speak the same language but backwards to each other. Days on Pluto are 153 hours long. (35 days from the Sun) Edge of the Solar System: Comets, meteoroids, and planetoids live here. (70 days from the Sun) * Outer space - Stars, planets, nebulae, galaxies, and the vast distances between them. Traveling to the nearest solar systems can take many months once the home system is left. Traveling across the galaxy would require generat- ions. Wormholes, Black Holes, and other natural gates may exist which allow vast distances to be traversed almost instantaneously. Traveling in the Ethereal or my otherdimensional/planer means can also be used to shorten travel times. The space between solar systems and galaxies is very much colder than the space between planets within a solar system. Interstellar ships must not only carry a very large supply of breathable oxygen(or have the abil- ity to filter and recycle the ship's atmosphere), but must also use special insulation and sealants, as well as electric(or magical) heaters to protect passengers and crew from the arctic cold of the cosmos. Inter- stellar ships are also of a hardier construction to withstand the rigors and dangers of extended travel far from sheltered systems. * Ion Storms exist in interstellar space(caused by the natural buildup and release of energetic particles. There is "space weather".) * Plane of Law - Everything frozen in stasis. Communication with/from those on this plane are mental. Visions of the Gods of Law are unmoving. Perhaps the creatures here are as insane as the denizens of Chaos. * Plane of Chaos - Everything in motion. Forms change constantly. Aberrations. Communication with/from those on this plane is mental. Seeing the true form of the Gods or creatures of Chaos causes instant insanity(no saving throw). * Demiplanes - Wonderland, OZ, Narnia, etc. can be reached through wardrobes, twisters, holes in hedges, and any way conceivable. * Etheric - Misty, insubstantial, photo negative plane, ghosts and the 'unquiet dead' mostly reside here, strange creatures are born, memories come alive and can be helpful or harmful, time can move in strange ways, remnants and ruins of ancient things, past and future mingle, mental communication with 'old gods', essence fragments, and the dead. Some- times, just at the edge of day/night, or in unusual location, ethereal things may be dimly glimpsed. This realm surrounds and permeates the Prime Material, and yet, is somehow "above it". Geographically, it coordinates exactly to each point on the Prime Plane it touches, so travelling an hour east of your Prime location in the Ethereal results in actually being an hour east once you come back into the Prime Material. It is possible to journey through this plane to anywhere on the Prime Material but this usually requires a journey into the Deep Ethereal. Here, great distances between far points in the Prime Plane can be traversed easily and quickly...usually. Time and space sometimes tend to work a bit differently here, and long journeys CAN take a short amount of time while short journeys may take much longer than expected. Creatures and beings on the Ethereal Plane can view the Prime Material though the view is unclear and somewhat altered, as if through a fisheye lens made of some gauzy material; colors are muted - almost grayed out - and movement appears a bit odd and disjointed. From the Deep Ethereal, the physical plane is too obscured and temporally out of sync to be practically observed, although very large objects, such as steamships, may be seen as slowly (or quickly) passing, dark and smoky shapes. Gravity, and other physical forces, cannot affect the inhabitants of the Ethereal Plane. Ethereal beings pass through liquid as if it were air, and pass through solids as if they were liquid. They can "swim" upwards through solid physical matter. * Etheric Energy Storms exist (caused by natural imbalances that arise from the interactions of many etheric energies) * Astral - Silvery, timeless, almost anything can be found here. Thought becomes things and is used for travel. Portals to anywhere/anywhen appear as misty curtains. The Plane itself appears as a great, misty grey expanse; by some, perceived as a great "sea" which may be traversed by special Astral ships. The Astral Plane is "above" the Etheric, and leads to even higher dimensions...and also to lower. Illusions persist without concen- tration, and Astral beings can move in any direction with only a thought, or teleport to any location they can imagine. * Planar Storms exist (caused by the natural harmonic interactions of the myriad of planar waves) * Dreams - Desire, imagination, and focused attention create semi-physical constructs here. The present and future can be influenced. Anyone and anyplace can be visited or contacted by one's psyche if the intent is there even if the way is not known. * Psyche/Psychic Storms exist (caused by the interweaving interactions of infinite complex psyches) * Faerie Realm - A feeling of timelessness. Magic permeates it. Time, in relation to the Prime Material, may flow faster, slower, or backwards in places. * Elemental Planes - Can be accessed through areas containing the element, e.g. travel to the Plane of Fire through a volcano or by traveling to the edge of the hottest desert where the Chariot of the Sun rests at night. Travel from an elemental plane to anywhere on the Prime, or to alternate Primes is possible if the way is known. * Mirror Realm - Through/behind all mirrors, reversed world, perhaps something hunts here... * "Rainbow Worlds" - All rainbows lead from the Urth, where they touch, to other realms. The connection lasts as long as the rainbow is visible. Travelers trapped in the realm will have to wait for a new rainbow to appear - a fairly common occurance, but the place where it touches down may be very far indeed from where the one before it did. * Time Dimension - Travel anywhen. * Temporal Storms exist (caused by the natural interactions of countless, turbulent timestreams) * Sideways Worlds (posts taken from D&D forums. see below): "Characters can pass into different parallel worlds where the rules change. Certain characters know some passages, but nobody knows them all. Getting in and out can be tricky. All the worlds are dangerous. All blend with the real world, overlaying, interleaved with it, blending, changing. The shape of the world is still present, but made weird." "The idea is, if you know the passage, you can take your adventuring party into one of these sideways worlds, while still remaining in the 'real' world. So, you're exploring an ancient abbey, and can't get through some heavy locked gates. Make passage into the Shadowmarches**, and all the works of mankind are weakened and decaying - break through the door easily. But then, you have to find your way back or face the dangers of the Marches themselves, plus whatever darkly warped threats the abbey itself hides. Perhaps you're trying to escape the Duke's Faceless Men, his merciless killers. You climb over a garden wall, and there in the heart of the city make passage to the Gnarlwood. The forest seems to consume the city, choking it. In the shadow of roots burst through paving stones, you hide from the hunters... hoping not to attract the attention of others who also hunt." "Or maybe you broke a thing that ought not be broken, and cannot repair it yourself. So you sojourn to The Great Machine, where all, even men, are made of clockwork. And there, using time and patience, you try to put back together what you'd otherwise not be able to repair. Perhaps you must reattach the cleric's arm, or repair the mind of The High Druid... But time runs short in The Great Machine, it always does. Tick-Tock, Tick-Tock, the clockwork men are coming, Tick-Tock, Tick-Tock, if they catch you, they'll "repair" you, and you'll join their ranks, Tick-Tock, Tick-Tock, THUNK, the great gears are turning, the party's been divided, Tick-Tock, Tick-Tock, do you know how to get out, before your time is up?" ** Shadowmarches - Ruled By - The Barely Heard Whisper, which is a sound, and flicker in the corner of the eye, the ghost of a touch on the cheek. The whisper sees all in the Shadow- marches, but only influences things in the most subtle way possible, with bouts of luck or misfortune. The Whisper is appeased by silence, stealth, and gallows humor. The Whisper is angered by loud noises, overt shows of violence, brazen action. * Extradimensional Spaces, Tesseract Worlds, Hyperspace, Warped Space, Inside a Singularity... ---------------GROUPS AND ORGANIZATIONS---------------- Company of the Wyvern - Highly regarded mercenary company founded in 527 by Deirdre Barimen (F11), a hero of the Minotaur War, from parts unknown. Usually 600-1000 strong, their standard is a blue wyvern, rampant, on a black field. The Blue Wyvern Tavern in Horizon is secretly owned by them and is their unofficial HQ. Clerics of Zayuss - wander the land extolling the virtues of duty, they seek converts to the Truth, but most don't actually know the secret aims of their simian teachers(masters), they are often unwitting dupes, leather/studded leather, clubs, mancatchers. They may be lead by sentient apes(orangutans **) ** Clerics who ARE simian will, of course, be aware of all these things. They will also carry carbines(10 shots, dmg D6+1/2D6) in addition to their other equipment. Scholars of Bonz - Follow the ancient deity, Bonz. Study medicine and healing, both magical and mundane. Wander the land healing and spreading medical knowledge. Gunslingers - Rangers - The remnants of the knightly order which guarded the land in the time of the Great Kingdom of Avalon which fell 620 years ago. Now these knights wander the land, protecting those on the outskirts of civilization. Iron Ring Slavers - Black Market slavers, very well funded and organized, found around the Wild Coast Seekers of the Blue Star - mutated by toxic chemical waste in the ancient past, Seek to chemically alter all life on the world, P.O.E. cult - Purity Of Essence, Fanatical purestrain Humans who despise mutants, demi-humans, humanoids, etc. Cyberknights - Cyborg knights with energy weapons, very rare, organization unknown but almost always found singly, fearless, absolutely loyal and honest, only champion worthy (lost)causes The Unwanted - genetically engineered soldiers who fought a war and were then deemed too dangerous to bring home, exiled to a "retirement colony" and sterilized, they have been having children in secret and hiding them from the occupying garrison... Witchmen of Beryl Lake - cyclopean fortress, technomagic, faceless Blue Men - Celto-Indian tribesmen/clansmen, ride giant eagles Order of the Starred Shield - Knightly order of paladins formed in the Kingdom of Aquila just a few decades ago. They quest through the land, helping all those in need and fighting evil wherever it's found. There symbol is a round, red shield with a white star centered in a blue circle. All knights are at least 4th level and wear blued steel plate in emu- lation of an ancient legendary hero. Kobold Market(underground tech market/black market, temporary) The Green Man(green crystal skull head) Green Druids are fanatical followers of the Green Man who seek the reclamation of ALL civilization by the natural world. They will go to great lengths to destroy any items of high technology. Many are quite mad and want to destroy all higher human(oid) life (except for things like vegepygmies). They view humans(including dwarves, hobbits, orks and the like) as a disease upon the earth. And once the earth is cleansed of these infestations, they too will destroy themselves as they are also part of the infestation. The Green Man, himself, is a creature of chaotic evil who wants to subjugate the entire world under his dominion. He needs the 7 Crystal Skulls from the 7 Lost Cities of Glass in order to perform a magical rite which will undo their works, thereby unmaking all civilization, so that Chaos can triumph. * Mad Druids, Sentient Plants, Vegepygmies Ay-ai: Orbiting satellite launched in the ancient days. It has become sentient and power hungry. Blue Oyster: Ancient underwater transmitter shaped somewhat like a giant clam. It is worshipped by a cult of undersea creatures who follow its directives(or as much as they can understand of its transmissions). The "oyster" is not actually sentient and just broadcasts message fragments still stored in its memory from ages ago when it was actually an operational transceiver. Temple of the Irrefutable Doctrine: A morally rigid and self-righteous Church Of Law honoring Voltas, His Preponderant Radience, Lord of the Light of Truth. This Religion has few followers, but those who do are fanatical in their belief. The T.O.T.I.D. builds stupendous cathedrals and their clerics can cast spells such as the Blinding Light of Truth, and quite often do, right into the unbeliever's eyes. They are eternally at odds with The Fellowship of the Shepherding Staff and continually seek to count coup on, stymie, or otherwise embarrass the organization. They also continually remodel their cathedrals to be taller and more ostentatious than the F.O.T.S.S.. Their cathedrals are found all around the map, but are mostly ignored by everyone. Fellowship of the Shepherding Staff: A morally rigid and self-righteous Church Of Law glorifying the doctrine of Saint Uthgood the Unwavering, who was a fervent follower of Voltas until a minor disagreement with his deity, Voltas, over some doctrinal minutiae compelled him to seek the road to divinity himself in order to correct this error and demonstrate the True and most correct path of righteousness to the rest of the fellowship. A Great Schism Occurred. The Clerics of the F.O.T.S.S. believe in using stern methods, physical punishment, and self deprivation to motivate followers to keep to the straight and narrow path. Clerics will often try and outdo one another by wearing the most physically irritating attire or sitting in the most uncomfortable positions to demonstrate their resoluteness, devotion, and superior spiritual fortitude. This religion has few followers, but those who do are fanatical in their belief. The F.O.T.S.S. builds stupendous cathedrals and their clerics carry Staves of Striking, which they use to keep their flock in line, or to protect their flock from those who would beguile and lead them astray. They are eternally at odds with The Temple of the Irrefutable Doctrine and continually seek to count coup on, stymie, or otherwise embarrass the organization. They also continually remodel their cathedrals to be taller and more ostentatious than the T.O.T.I.D.. Their cathedrals are found all around the map, but are mostly ignored by everyone. Dead Parrots Society - a.k.a. the Companions of the Divine Parrot were a close association of adventurers, explorers, and misfits from the early 530's until the mid 560's with membership drawn from all over the map. The organization was begun by two adventurers living in Carnelian in 531 CY: 1)Jon: Thief and Technologist from Laketown, age:18 2)CB: Cleric of Nuanda and Purple Jesus Alchemist from the Westmarch countryside, age:33. The HQ was moved to the Free City of Menagerie in 533. ------------------ MAJOR HOLIDAYS AND FESTIVALS ----------------- (according to modern calendars) New Year - February 1st Birth of Flowers - March 21st Day of Blessings (Good Shepherd) - April 1st Fair Day - May (first weekend) Founding of Horizon - May 25th Midsummer's Day - June 21st Founding of the Great Kingdom - August 9th Harvest Fest - September 22nd - October 3rd Day of the Dead - November 1st Yule - December 21st - January 3rd